RimWorld
Apothecary
169 comentarios
pgames-food 1 OCT 2020 a las 17:08 
hi doomy just check a few comments below there is a 1.2 now
Do0m[y] 1 OCT 2020 a las 12:57 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Romeo Charles 30 AGO 2020 a las 22:15 
I don't know about y'all but it seems to work for me. I'm only keeping this version because witcher trials apothecary mod relies on this version and im too deep into my save to want restart atm
Mlie 12 AGO 2020 a las 12:20 
Since Pelador has announced their retirement from modding I made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2195469123
Hope it helps anyone!
Montu 11 AGO 2020 a las 6:22 
Hi, this mod is one of my favorites, I was wondering if you plan on updating to 1.2, thanks for the great mod and your hard work!
Tommy Gray x Land Raider 10 AGO 2020 a las 19:09 
update for 1.2 plz
Spectre Incarnate 14 JUL 2020 a las 11:12 
Not only is this compatible with so many different mods, you made them use and interact with those mods. That is a maddening feat! I do hope this works with most of my huge list.. :lunar2019grinningpig:
SY1102 12 JUL 2020 a las 23:22 
Psychite tea icon will be replaced chance of ginseng tea icon
https://ctrl.vi/i/kqu6FaYib (The picture is the display name of Psychite tea)
Oreno 9 JUL 2020 a las 20:41 
Thanks for the quick update :steamhappy:
Pelador  [autor] 9 JUL 2020 a las 20:23 
@Update @Oreno

Untested, but RFF should now work more happily when combined with VG Tools.
Oreno 9 JUL 2020 a las 17:44 
This mod is compatible with RF Fertile Fields and VG Tools but the patch doesn't support RF Fertile Fields and VG Tools loaded together. It's because RF Fertile Fields remove VG_Compost to make integration with VG Tools. Please fix this and thanks for the great mod :steamhappy:
pgames-food 8 JUL 2020 a las 14:33 
and the bestmix :)
Lurmey 8 JUL 2020 a las 11:07 
Thanks for the quick update, Pelador! You're the best :)
Ookami 7 JUL 2020 a las 18:49 
Does anyone know how to use the preserving barrels? I've been trying like hell after I build them to get colonists to put food in them, and my colonists just won't put stuff in the barrel o.o
Pelador  [autor] 7 JUL 2020 a las 18:29 
@Update

Ammonia passive coolers auto-refuel option.
Apothecary styled resource counter icons.
VFE Prod: Sink and Smithy cabinet linked.
VGP Gourmet: Cooking tools linked.
Lurmey 6 JUL 2020 a las 14:34 
Oh and along the same vein, Charcoal Smithy doesn't link to the Smithing Cabinets from VFE-P either. There may be another but I'm not sure! :P
Lurmey 6 JUL 2020 a las 14:00 
Hiya Pelador, just noticed that the Charcoal Stove doesn't link to the Kitchen Sink Cabinet from Vanilla Furniture Expanded - Production or the Cooking Tools from VGP Garden Gourmet. Thanks for the great mod! :)
The Dadinator 4 JUL 2020 a las 14:12 
Thanks. One suggestion - the passive coolers - have an option like vanilla to not fuel them?
Pelador  [autor] 2 JUL 2020 a las 12:08 
@TheDadinator

Fluffies Work Tab
The Dadinator 2 JUL 2020 a las 11:20 
What mod shows it? I am using Complex Jobs but don't see it. Thanks!
Pelador  [autor] 2 JUL 2020 a las 10:06 
@TheDadinator

"Apothecary" already is a sub job of crafting that can be used to associate pawns.
The Dadinator 2 JUL 2020 a las 10:00 
Loving the mod - any chance you could add an apothecary job type? I don't want my good crafters using the bench and assigning bills to specific people defeats jobs of opportunity.
Lurmey 28 JUN 2020 a las 2:21 
Yeah, I don't disagree that it's pretty OP and unrealistic, but I was just mentioning that it's a way you can measure efficiencies of fuels compared to other fuels. I'll probably ask the author of Coal Expanded if they can match a patch for Expanded Woodworking to make burning charcoal use logs instead of lumber.
Pelador  [autor] 27 JUN 2020 a las 8:58 
@Lurmey

Not maintaining a ratio of 1:1 for wood with other fuel types actually makes the fuel efficiencies better than using chemfuel. And I don't want to create that kind of OP IMBA feature in Apothecary not to mention the lack of reality that in principal suddenly steam power effectively becomes the fuel of choice over fossil fuel use.
Lurmey 27 JUN 2020 a las 7:32 
Oh also there is some kind of fuel efficiency you can use outside of specific buildings. It depends on crafting recipes. For instance, I assume that (with Expanded Woodworking and Coal Expanded), one log, lumber, and charcoal are all identical for most fuelled buildings. A stove will take 50 of any of them equally.

However, 1 log turns into 2 lumber, which means that you get twice the fuel, and equally, 1 lumber turns into 2 charcoal, doubling the fuel again. This means that charcoal is 2^2 times as fuel efficient as raw logs, or, in other words, four times as efficient.
Lurmey 27 JUN 2020 a las 7:26 
The candles are really difficult to place on top of most furniture and have them look right.. Could you possibly make them rotatable and have the four orientations place the candle more to one of each of the four sides? That way we can, for instance, place a candle on top of a vanilla end table facing downwards. Thanks for the great mod :)
Pelador  [autor] 26 JUN 2020 a las 4:59 
@Nora There isn't any stat for fuel efficiencies for fuel items. But for the buildings provided in the module specifically to use charcoal (e.g. stove) their efficiencies have been improved.

@Phil For the games purposes, yes.
Nora's Crimson Colored Nectar 25 JUN 2020 a las 21:43 
Question about charcoal: Is it in any way more fuel efficient than wood?
Phil 25 JUN 2020 a las 20:22 
Do salted meat barrels or rather does the meat within last forever?
Pelador  [autor] 22 JUN 2020 a las 11:46 
@CyberianK

Manufactured > Apothecary Products
CyberianK 22 JUN 2020 a las 10:36 
I can't find the storage slot for charcoal in the stockpile settings
Lurmey 20 JUN 2020 a las 13:58 
That's fair, I just want to eliminate the duplicate items without having to get rid of VGP or Apothecary entirely. :P Maybe I'll write a quick patch to do it for myself.
pgames-food 20 JUN 2020 a las 3:17 
yeah i think its always better to add recipes to be able to convert between similar items, rather than replace them. (says the person who actually overwrote a property of paved tiles by accident) :)
Pelador  [autor] 20 JUN 2020 a las 2:17 
@Lurmey

I'm not into aggressive patching. Where duplications or similarities may appear with mods perhaps with different interpretations of they are made (recipes), I still best tend to leave it to player discretion as to which mod content they want to use.
Lurmey 19 JUN 2020 a las 22:52 
Hey Pelador, could you patch this to replace VGP Garden Medicine's bandages with your sterile cotton bandages please? They're basically the same so it would be nice to combine them.
X_Mangoose_X 12 JUN 2020 a las 5:31 
Thanks for the update
Danroak 12 JUN 2020 a las 3:32 
Oh wow. Thanks a lot!!
Pelador  [autor] 12 JUN 2020 a las 1:42 
@Update @Acorn

Added VGP Salt as an optional ingredient to the Apothecary meat barrel recipe.

Added recipe to refine Apothecary salt into VGP salt. (can be found at the Apothecary Table).
Danroak 11 JUN 2020 a las 23:09 
I was honestly wondering if it was possible to disable coarse rock salt and have salted meat barrel use VGP salt in the recipe instead.

That said, the first idea of turning rock salt to vgp salt recipe doesn't sound bad either.

Honestly whatever is easiest for you. I know you don't have to do this so I really appreciate the fact you even cared to respond. =u=
Pelador  [autor] 11 JUN 2020 a las 21:21 
@Acorn

Are you wanting to use Apothecary salt as a potential source of salt to use in VGP recipes? Since if that is the case then the easiest way of resolving that would be to have a refinement process when VGP is loaded alongside this mod so that the coarse rock salt becomes VGP salt.

The harder part will be using VGP salt in existing Apothecary recipes, since if the ratios for production are out of balance by comparison, then it would make the use of VGP salt easier or harder to then produce the associated AY items etc. I could potentially add a number of additional recipes for when VGP is loaded to accommodate this, but this would then mean that a number of duplicated processes/recipes on workbenches for VGP salt use.
Danroak 11 JUN 2020 a las 13:55 
Hey, really loving this mod and all the other ones you make but quick question/suggestion..would it be possible to make rock salt patched to work interchangeably with VGP salt and it's recipe?
Pelador  [autor] 7 JUN 2020 a las 13:15 
@Update

Chinese (traditional) translation - SY1102
Lurmey 5 JUN 2020 a las 17:14 
Just coming back here to say I found the cause of that issue I was having with burned trees, that I thought was due to this mod but actually wasn't. It was "Trampling", another mod I started using recently that had slipped the radar when I was considering which mods could cause the bug. :P
Ponky 1 JUN 2020 a las 11:16 
Gotcha, thank you for the response!
Pelador  [autor] 31 MAY 2020 a las 21:26 
@Ponky

Dandelion only really has diuretic properties which is kind of hard to model in RW as there isnt really mechanisms in the game that it could effect significantly. So other than perhaps helping with overdose recovery unsure what properties may have significance here for it to be established in the game.
Ponky 31 MAY 2020 a las 17:21 
@pgames-food nice haha!
pgames-food 31 MAY 2020 a las 16:04 
hehe, that would be quite dandy :)
Ponky 31 MAY 2020 a las 16:01 
Hello! Loving this mod, just a quick question/tiny request. Would it be possible to make use of all the dandelions around and make dandelion tea? It'd fit in perfectly with the feel of this mod, and it has it's own real world benefits as well
Pelador  [autor] 29 MAY 2020 a las 13:40 
@Update

Adds a charcoal brazier for use.
Pelador  [autor] 27 MAY 2020 a las 12:20 
@Update

Custom base filth use to avoid mod conflicts.